using Engine;
using GameEntitySystem;
using TemplatesDatabase;

namespace Game
{
    public class ComponentHowlBehavior : ComponentBehavior, IUpdateable
    {
        public SubsystemSky m_subsystemSky;

        public SubsystemAudio m_subsystemAudio;

        public SubsystemTime m_subsystemTime;

        public ComponentCreature m_componentCreature;

        public ComponentPathfinding m_componentPathfinding;

        public StateMachine m_stateMachine = new StateMachine();

        public float m_importanceLevel;

        public string m_howlSoundName;

        public float m_howlTime;

        public float m_howlDuration;

        public Random m_random = new Random();

        public UpdateOrder UpdateOrder => UpdateOrder.Default;

        public override float ImportanceLevel => m_importanceLevel;

        public void Update(float dt)
        {
            m_stateMachine.Update();
        }

        public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
        {
            m_subsystemSky = Project.FindSubsystem<SubsystemSky>(throwOnError: true);
            m_subsystemTime = Project.FindSubsystem<SubsystemTime>(throwOnError: true);
            m_subsystemAudio = Project.FindSubsystem<SubsystemAudio>(throwOnError: true);
            m_componentCreature = Entity.FindComponent<ComponentCreature>(throwOnError: true);
            m_componentPathfinding = Entity.FindComponent<ComponentPathfinding>(throwOnError: true);
            m_howlSoundName = valuesDictionary.GetValue<string>("HowlSoundName");
            m_stateMachine.AddState("Inactive", delegate
            {
                m_importanceLevel = 0f;
            }, delegate
            {
                if (IsActive)
                {
                    m_stateMachine.TransitionTo("Howl");
                }
                if (m_subsystemSky.SkyLightIntensity < 0.1f)
                {
                    if (m_random.Float(0f, 1f) < 0.015f * m_subsystemTime.GameTimeDelta)
                    {
                        m_importanceLevel = m_random.Float(1f, 3f);
                    }
                }
                else
                {
                    m_importanceLevel = 0f;
                }
            }, null);
            m_stateMachine.AddState("Howl", delegate
            {
                m_howlTime = 0f;
                m_howlDuration = m_random.Float(5f, 6f);
                m_componentPathfinding.Stop();
                m_importanceLevel = 10f;
            }, delegate
            {
                if (!IsActive)
                {
                    m_stateMachine.TransitionTo("Inactive");
                }
                m_componentCreature.ComponentLocomotion.LookOrder = new Vector2(m_componentCreature.ComponentLocomotion.LookOrder.X, 2f);
                float num = m_howlTime + m_subsystemTime.GameTimeDelta;
                if (m_howlTime <= 0.5f && num > 0.5f)
                {
                    m_subsystemAudio.PlayRandomSound(m_howlSoundName, 1f, m_random.Float(-0.1f, 0.1f), m_componentCreature.ComponentBody.Position, 10f, autoDelay: true);
                }
                m_howlTime = num;
                if (m_howlTime >= m_howlDuration)
                {
                    m_importanceLevel = 0f;
                }
            }, null);
            m_stateMachine.TransitionTo("Inactive");
        }
    }
}
